Summary:Now with Silvia as a member of the Royal Guard, the party leaves the city with the King's promise that he will change the minds of his people. As a grandchild to the ancient dragon slayer, Silvia is the only person alive now who can wield Dragonslayer and take the souls of Dragons. With this power, she must find a use for these souls.

Confidence - A state that is reached when a unit maxes their Morale. They gain +15% Evade, +15% Crit, +50% Crit Damage, +20% Atk and 20% Int for five turns. Using a D-Ability dispels these effects immediately after and applies Slump.

Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.

Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.

Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.

Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.

Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.

Stop - All Player Phases are skipped for the afflicted character for 3 turns.

Basic Attack Range: AdjacentElemental: UnknownSpecial Ability: Efficient Strategy - Can use both Energy Abilities in one turn if the target is the same.Reaction Ability: Turn Tail - The boar runs from high damage enemies automatically. Retreats 2 cells away from an approaching enemy with higher ATK than the boar's DEF. Not useful against flanking maneuvers or stealth.Innate Ability: Fur Coat - Water elemental spells do 10% less damage than normal.

Basic Attack Range: 4 cellsElemental: UnknownSpecial Ability: Grasping - Basic Attacks also Grab enemies and drag them closer to be devoured. Grasped units cannot attack and their movement is reduced to 1.Reaction Ability: Devour - When a Grasped unit reaches an adjacent cell, this unit swallows that unit whole. The toxins inside burn and boil the devoured unit each turn until spat out 3 turns later. While devoured, the unit cannot move or act. 12% Max HP DMG per turn. No more than 1 unit may be devoured at any time.Innate Ability: Many Tentacles - This unit's Grasping ability can affect more than one enemy at a time.Innate Ability (2): Absorb - Water elemental spells cast near the Flytrap are instead absorbed to heal for 10% of the Flytraps Max HP.

Energy Abilities:

Regurgitate - The flytrap immediately spits out whatever it has devoured, spitting toxins and who-knows-what-else on an enemy or area. 120% Int DMG to target enemy (2 cell range). Spits out a Devoured unit to deal 90% Piercing Int DMG to them immediately. 8 EN.

Profession: Captain of the Guard - A great commander of the King's personal military service. He leads his units into battle and accepts all failures as his own faults. Strong in combat and a great tactician, the Captain of the Guard serves to protect the King and all his subjects. (Commanding Force)

Commanding Force - This unit is unaffected by status issues that claim "possession" over his body like Charm and Mesmerize.

Spoiler:

Elite Commander - A shield-bearing Captain of the Guard who retains his original control over the King's personal military service. When conducting large missions, he takes control of a few elites and with them, destroys armies. (Loyalty)(Shieldbearer)

Loyalty - This unit and all surrounding units are unaffected by status issues that claim "possession" over a body, such as Charm and Mesmerize.

Shieldbearer - Allows the unit to equip a shield.

Stone Guardian - This unit, now harder to break through than a wall of solid stone, can more efficiently lead his men into battle, while his own constitution is seen as threatening. (Loyalty)(Stone Shield)(Targe of the Blooded)

Loyalty - This unit and all surrounding units are unaffected by status issues that claim "possession" over a body, such as Charm and Mesmerize.

Stone Shield - This unit can bear even the heaviest of shields with no penalty to attack or movement.

Targe of the Blooded - This unit can execute the basic attack command: Shield Bash. This basic attack command uses the Def stat to deal damage instead of the Atk stat.

The Great Wall - Legends claim that there has never once been a wall that could withstand the strongest of attacks, but this unit has made those claims false. Swords, arrows, and cannon-fire alike have nearly no effect on this great commander of armies. (Loyalty)(Wall Shield)(Targe of the Blooded)

Loyalty - This unit and all allied units are unaffected by status issues that claim "possession" over the body, such as Charm and Mesmerize.

Wall Shield - This unit can wield the heaviest of shields easily. Also, this unit's Block chance is passively increased by 5%.

Targe of the Blooded - This unit can execute the basic attack command: Shield Bash. This basic attack command uses the Def stat to deal damage instead of the Atk stat.

Weapon: Guard Bone - A durable longsword better suited for defense than offense, funnily enough.Armor: Captain's Coat - The uniform worn by the Captain of the Guard.Accessory: Thin Wire - A strong wire-rope that is useful for tying things down.

Quarter Mark - The user strikes the enemy a number of times, marking them in a fashion that seems to make them easier to see. 40% Atk DMG. 4 hits. Reveals the target, dispels Stealth. 6 EN.

Guardian's Embrace - The user provides his body to his allies, becoming a great shield of incredible defense in order to absorb the relentless assaults of their enemies. Provides Covering for allies in all surrounding cells. Gaiden becomes impervious to movement-based status issues. 14 EN.

Stone Strike - The user uses his incredible presence to create a strong force that immediately stuns the target. This ability uses the Defensive stat in place of an attack modifier. 120% Def DMG. Stuns the target. Adjacent cell range. 6 EN.

Angel's Herald - The user breaks down simple mental barriers to empower nearby allies with increased strength. Increases Atk of all surrounding allies by 20% for 3 turns. Allies who move beyond the range of the aura do not lose this buff. 8 EN.

A-Ability: Item

R-Ability:

Spoiler:

Patience - This unit's passiveness can be seen as a weakness that enemies desire to take advantage of. However, upon being attacked, this unit immediately retaliates, stunning any enemy foolish enough to be in his range. When attacked from an adjacent cell, temporarily Stuns the enemy and cancels out the attack.

D-Ability: Revenge of the Fallen - A great eclipse of power breaks out and decimates the target, dealing great physical damage from pent-up rage and frustration. The Captain of the Guard unleashes all of his power in this one attack. 200% Piercing Atk DMG to a single target. Consumes remaining EN, adding 10% to the damage potential for every 5 EN consumed.

Profession: Dragonblood - A newly formed race that began with a man and a dragon, creating a whole new powerful being that is neither dragon nor human, but a mixture. Some say the mutation is an abomination, others say it is a godsend. But what it really is, is what the one born of dragon and man decides. (Dragonskin)

Dragonskin - Shielded from negative effects such as Bleeding, Poison, and Burn.

Spoiler:

Dragon Knight - Moving from once wearing lighter armor to a heavier, more protective medium armor, the Dragonblood can now throw herself into battle without fear of injury, and with full knowledge that her power will wreck all who oppose her. (Dragonskin)(Hard Armor)

Dragonskin - Shielded from negative effects such as Bleeding, Poison, and Burn. Renders all critical hits as "normal" hits.

Hard Armor - Allows the equipping of medium armor without penalties to attack or fatigue.

Awakened Dragonblood - The once meek and simple farm girl has awakened into a powerful half-dragon, capable of incredible feats of both strength and magic. With sword or claws, she tears her enemies to shreds. With the magic of her dragon fire, she returns all creation to ash. (Dragonskin)(Dragonscale Armor)(Sword and Claw)

Dragonskin - This unit is shielded from negative effects such as Bleeding, Poison, and Burn. This unit is also immune to critical or piercing attacks, rendering such attacks as "normal" hits.

Dragonscale Armor - The quality of this unit's Armor is determined by her Scales, thus does not need to wear Armor.

Sword and Claw - This unit's Attack is affected by the sword this unit wields as well as this unit's own claws. The bonus from these Weapon sources overlap instead of combine.

Blood Dragon - The Dragonblood has obtained the full power of a dragon, and if her life is in danger, she may use this power to turn herself into the form of a full-blooded dragon. (Dragonskin)(Dragonscale Armor)(Sword and Claw)(Final Judgment)

Dragonskin - This unit is shielded from negative effects such as Bleeding, Poison, and Burn. This unit is also immune to critical or piercing hits, rendering such attacks as "normal" hits.

Dragonscale Armor - The quality of this unit's Armor is determined by her Scales, thus does not need to wear Armor.

Sword and Claw - This unit's Attack is affected by the sword this unit wields as well as this unit's own claws. The bonus from these Weapon sources overlap instead of combine.

Weapon: Dragonslayer - A legendary sword once wielded by the hero who smote a thousand dragons. Legend states it cannot harm humans, only dragons are affected. (Dragonsbane)Armor: Proper Dress - A dress that is much better suited for travel and combat.Accessory: Daddy's Blossom - A flower ornament tied into her hair. It reminds her of her Father.

A-Ability: The Power Within

Dragonstrike - Silvia lunges in the air, throwing herself into the sky as if taking flight. But without wings, she can only fall onto her enemy, bringing the whole weight of her sword down on the enemy. At the moment of impact, Silvia activates her inner flame, causing the collision of steel and flesh to bring forth a torrent of fire that surrounds her and her enemy and expands outward. Dashes to an adjacent cell of the target. 130% Atk DMG from the strike. 120% Int DMG from the fire. The fire also damages all enemies in a surrounding cell to the target. 2 cell range. 12 EN. Fire Elemental.

Revenge - Silvia's body begins to smolder and fume, the pent up anger in her blood unleashing a great aura around her that deals significant damage to enemies around her. 100% Int DMG. Surrounding cells. Deals more damage based on the percentage of Silvia's missing health. 8 EN. Fire Elemental.

Flame Burst - Using fire from the pit of Silvia's stomach, she fires a burst of flame from her mouth towards a target enemy, burning the target. 120% Int DMG. Chance of Burn. 3 cell range. 6 EN.

Broken Wings - Silvia raises her shoulder and points her sword forward and down, guarding her front. Fire then forms around her and attaches to her back, creating two beautiful, orange wings which bathe her in light and warmth. Increases Atk by 30%. Bestows Flight. 8 EN. Fire Elemental.

Spoiler:

Takedown - Silvia dashes forward as if in flight, her sword held high, ramming her shoulder into her target and knocking them back before bringing that very sword down on the target's face. 80% Atk DMG from charge. Knockbacks enemy 1 cell. 120% Atk DMG from sword. 2 cell range. Cannot be used on an enemy in a cell diagonal to the user. 8 EN.

Flame Cloak - Silvia wraps a golden fire around her body, bathing herself in a powerful fire and obscuring her body from view. The fire slowly darkens and turns a deep red, at which point the fire expands outwards and surrounds her body like a ring of fire. Any enemy in this fire will burn. 120% Int DMG to all enemies in a surrounding cell. Chance of Burn. 8 EN. Fire Elemental.

Dark Flight - Silvia positions her blade so the tip faces her target, then shrouds herself in fire before leaping from a great distance to strike through the heart of her target. 140% Atk DMG. 4 cell range. Chance of Blood Loss. 8 EN. Fire Elemental.

Fireblast - Silvia summons her dragon fire from the pit of her stomach and expels the flames from her mouth, blowing a large fireball in the direction of her enemy. 140% Int DMG. 5 cell range. May cause Burn. Hits all enemies surrounding the target. 12 EN. Fire Elemental.

Fierce Battlecry - Silvia summons all of her frustration and shouts with all of her strength, breaking free of magical constraints and allowing herself to truly access her mighty powers. Dispels Sealing magic. Can only be used if under a Seal-type spell. Boosts Int by 15% for 3 turns. 8 EN.

Heart Thrust - Silvia lifts her blade and points it directly at her target before plunging the whole blade through her enemy. 150% Atk DMG. Ignores 20% of the target's Def. High Chance of Blood Loss. Adjacent cell range. 12 EN.

Born In Fire - Silvia's body is constantly emitting an immense heat that dries up the area around her, hardly allowing any moisture to reach her. When targeted with a Water or Ice element ability, the damage dealt is automatically halved, before defensive calculations.

S-Ability: Rage - Silvia builds up her inner rage as the battle progresses. Basic attacks and being attacked build up 1 stack of Rage. Increases Atk and Int by 1 for every 5 Rage stored. Maximum of 20 Rage can be built up.

Judgment: Fury of the Dragonblood - With a mighty battle cry, Silvia throws herself into battle, transforming her aura into that of a pure red fire that swirls around her, creating a gust of wind and fire that then spreads outwards, sending her enemies flying to all sides of the battlefield and scorching their bodies permanently. 100% Piercing Atk and Int DMG to all enemies. Inflicts Burn on all enemies that lasts indefinitely. Consumes all EN.

*Dragonsbane - Attacks made with a weapon carrying this ability deal x1.5 damage to dragon-class monsters.

Bloodtaker - After defeating a dragon-class enemy, Silvia stores the soul of the slain dragon in her own life force. These souls can be spent to upgrade Dragonslayer, grant new abilities or increase base stats, depending on the type of soul collected. In order to transform the souls, Silvia must visit a Soul Forge corresponding to the type of dragon soul.

Profession: Cadet - In training to become a great and legendary scout and master of reconnaissance, the one who claims this profession focuses on knowing the terrain and things about the enemy before rushing recklessly into an assault. (Knowledge)

*Knowledge: Facts learned through Analysis are reserved and can be recalled when Analysis is used once more. Allows buffs already bestowed by Analysis to be regained during later uses of the skill.

Weapon: Ruby Naginata - An heirloom weapon with twin blades made of ruby. In the right hands, this weapon has the capability to lay waste to legions of foes. (Range: 2 cells)(2 hits)Armor: Foreign Uniform - Intriguing uniform that doesn't seem to belong to any of the local organizations.Accessory: Charred Belt - Black leather belt that has obviously been put through some fire damage.

A-Ability: Expert Eye:

+Analysis: Kneeling down, one feels the earth. Trusts one's senses. Sight, smell, touch. What does one feel? Perceiving the world around oneself at a different level allows one to adapt extraordinarily to varying circumstances. Bestows varying buffs in order based on times used. Can only be used once every 5 turns. Range: Self. 6 EN. EN cost increases by 2 for each use.

+Valkyrie Dive: Surges upwards in a blast of white feathers before diving downwards in a spinning inferno. 150% Atk Dmg. Range: 3 cells and all surrounding cells to target. If space is unoccupied, the user moves to that space. Chance of Burn. ? EN. Fire elemental. Can be linked to Twin Gambit.

+Dread Rising: Opens a vortex of dark energy beneath the user allowing torrents of horrid energy to rise forth from below inspiring a sense of great foreboding in the enemies. 70% Atk Dmg. Range: All surrounding cells. 5 hits. Chance of Fear. ? EN. Darkness elemental. Can be linked to Valkyrie Dive as long as the user occupied the target space.

+Seeing Red: Vision obscured in a veil of crimson like blood, one succumbs to immense rage and chaos, the color one sees becoming one's goal--to paint the whole world red with the blood of his foes. They can beg for mercy, but their pleas of anguish will fall upon deaf ears... Bestows Berserk. Bestows Soundproof. User DEF is unaltered by Berserk status. User is still able to execute A-Abilities as long as they deal damage to an enemy. All other beneficial status effects on the user are instantly Dispelled. The user cannot be the target of nor can receive beneficial status effects from any source until the effect of this move has faded or been Dispelled. Range: Self. 3 turn duration. ? EN.

+Wheel of Might: Spins one's weapon in a circular motion allowing for the target to be rapidly sliced by both blades again and again. 60% Atk Dmg. Range: 2 cells. 5 hits. Stuns the target for 1 turn. ? EN. Can be linked to Twin Gambit or Rabid Fang.

+Spirit Soar: Strikes the enemy once before unleashing a blast of spirits that spiral outwards, pushing the enemy back and twirling it about as to utterly disorient it. 140% Atk Dmg. Range: 2 cells. Pushes enemy back 4 cells. Chance of Confusion. ? EN. Can be linked to Valkyrie Dive, Wheel of Might, or Dread Rising.

+Tranquil Moment: All is silent for a split second, but that is all that is needed to hone one's inner energy, mounting up for a powerful, non-stop assault. Boosts innate EN Regeneration by 10% for 5 turns. Range: Self. ? EN.

+Ragnarok: Hurls one's weapon into the air full force and concentrates all energy into the sky causing the clouds to swirl and glow with an ethereal light. Moments later, a myriad of spears composed of supercharged light descend upon the battlefield, striking down foes at random. 120% Atk Dmg. Range: All enemies. 9 randomized hits. Takes 2 turns to use (user cannot focus under Berserk state.) User is Stunned for 1 turn after use. Reduces EN to 0. EN must be above 85% Max EN to use. Light elemental.

A-Ability: Born By Fire *LOCKED*

+Pyromania: Unleashes the power of the Inner Flame allowing it to take over one's body producing a blazing shield that augments attacks and protects those Born by Fire. Conjures a shield equal to 25% of the user's Max HP. Shield takes twice as much damage from attacks of the Water element. Basic attacks become of the Fire element, and Fire elemental basic attacks and skills deal 10% more damage for 3 turns. The duration of the augmentation is refreshed if the shield fades before it does. Range: Self. ? EN.

+Ravish As Hell: Dashes forward in a pale light, surging through an enemy and searing its soul only to have shadow images of oneself dash through nearby foes as well in a linear fashion. 120% Atk Dmg. Range: Straight line; first enemy hit. Remains at cell behind target foe. Shadow images reciprocate the attack in columns 2 columns away after which they explode dealing 10% of the target's current HP in damage. Reduces all targets' SPR by 20% regardless. ? EN. Fire elemental.

+Flames Of Rebellion: Conjures four massive pillars of flame that expand outwards and explode, catching nearby enemies in a swirling blaze. 170% Atk Dmg from main pillars. 80% Atk Dmg from blast radius. Range: See here. Chance of Severe Burn from pillars, chance of Burn from blast radius. ? EN. Fire elemental. Can be linked to Ravish As Hell or Valkyrie Dive.

+Clash As Rivals: Calls blazing comets of energy towards the one's location where they build up great force before exploding outwards destroying all forms of magical protection layered on the opposition. 140% Atk Dmg. Range: 2 layers of surrounding cells. Destruct. ? EN. Fire elemental. Can be linked to Flames Of Rebellion or Valkyrie Dive.

+Become As A Roaring Blaze: Peels away one's mortal flesh and blood to become the Inner Flame itself, free to set the battlefield ablaze and unable to be harmed by the efforts of the enemies. Grants Becomes As Fire status for 2 turns. [Afflicted becomes unable to be targeted and is rendered invulnerable to all attacks that are not of the Water element. Using the skills "Scatter Like Wildfire", "Strike As Lightning", or "Feed On Prey" instantly ends the status. Movement while in this form sets cells traversed on fire dealing 5% Piercing Fire Atk damage to those who step on them per turn for 3 turns. Burning effect can be ended early by an attack of the Water element.] Range: Self. ? EN.

+Scatter Like Wildfire: In the form of the Inner Flame, surges around the battlefield setting both the enemies and the battlefield alike on fire that continues to spread and grow dealing drastically increasing damage over time if not put out. Places the Become As Fire burning effect on all enemies with an extended duration of 5 turns and increases in damage by 1% Piercing Fire Atk Dmg per turn afflicted [9% Piercing Fire Atk Dmg on the last turn.] Sets 10 random cells on fire. Fire in these cells spreads to adjacent cells and the fire lasts for 3 turns unless put out by Water. On the last turn, all enemies take damage equal to 5% Atk x # of cells lit on fire. Range: Set. ? EN. Fire elemental.

+Strike As Lightning: Jets into the sky and shoots down back to earth as a mighty bolt of crimson lightning to completely electrify a random unfortunate foe. 180% Atk Dmg. Range: One random enemy. Chance of Severe Burn. Chance of Paralysis. ? EN. Lightning elemental.

+Feed On Prey: Surges along the ground and spins around the foe's feet rapidly before creating a solid sphere of flame around them, burning them away to nothing and absorbing their life force through the magics of the Inner Flame. 160% Atk Dmg. Range: 4 cells. Absorbs HP equal to 50% of the net damage dealt (after DEF is applied.) ? EN. Fire elemental.

+Death And Rebirth: Cloaks oneself in a shroud of flame that takes the spectral form of a phoenix before disappearing, guaranteeing that one's venture into death will be granted with reincarnation in one's original form. Bestows Reraise. All positive AND negative status effects on the user before death are preserved after being revived. Range: Self. ? EN.

+Incinerate All: The heat intensifies rapidly, swirling embers and streams of flame dancing about in the air, and as the temperature rises, the greatest conflagration devours the battlefield scorching all foes beyond recognition and eradicating any flammable material. 250% Atk Dmg. Range: All enemies. Chance of Severe Burn. Destroys all inanimate objects on the battlefield that can be eradicated by fire (things like stones, steel, etc are exempt.) ? EN. Fire elemental.

A-Ability: Relentless Progression *LOCKED*

A-Ability: Heart Of War *LOCKED*

R-Ability: Guardian - Whenever the user successfully dodges a basic attack or skill, the enemy is assaulted by a blade of light wielded by an unseen ethereal being regardless of position dealing 120% of the user's ATK in damage with damage being of the Light element.

S-Ability: Far-Seeing Eye - This unit cannot be Blinded or have its Accuracy reduced in any way. This unit can see through Fog of War and has access to enemy trap locations and hidden chests.

D-Ability: Descent of the Valkyries (Fire) - The skies are set ablaze as the fabric between realms is torn, the friction creating an inferno. As the divine light coats the world, winged warriors descend from the heavens to assault and wreak havoc upon the opposition, their cold-steeled blades focused on vanquishing the evil plaguing the mortal realm. And when all is said and done, back they rise into the heavens leaving the ground nothing but a torrent of light, flame, and chaos. There is no mercy for the wicked. Deals 100% Piercing damage to all enemies on the battlefield. Survivors are subject to Severe Burn, Blind, and Confusion.

Profession: Shadow Priest - There is a thin line between the boundaries of life and death. The Shadow Priest is one who has dedicated her life to walking on this line, eternally striving for a balance between light and darkness. [Divine Voice]

*Divine Voice - Aurelia is immune to Silence.Weapon: Prayer's Staff - A simple metal staff with a gem on one end to act as a focus. [INT-Based Basic Attacks] [Range: 3 cells]Armor: Silk Dress - A dress made of high-quality woven cloth.Accessory: Ancient Tome - An old tome containing texts written in another language. [+10 EN]

+ Holy Word: Renewal - Aurelia mutters a quick incantation in a different language and places a blessing on the target, allowing them to recover from their wounds. [Restores 20% max HP. Range: 5 cells. 10 EN.]

+ Shallow Grave - Aurelia places a blessing on the target, the magic within the blessing preventing them from falling in battle. [Range: 5 cells. Places Shallow Grave buff upon the target for 2 turns. While Shallow Grave is active the target's HP may not fall below 1. This ability may not be used more than once every five turns.]

R-Ability:Equilibrium - Without light there would be no darkness and without darkness we would know nothing of light. Whenever Aurelia heals an ally in order to balance out the energies she expels a wave of shadow energy to inflict damage to an enemy equal to 50% of the amount healed and vice versa.

S-Ability: Hope in Despair - The deeper they fall the more tightly they cling to the rope of life, desperately wishing to be saved. Aurelia's abilities exponentially increases in potency based off of her target's HP threshold.100% max HP = 100% potency80% max HP = 110% potency60% max HP = 125% potency40% max HP = 150% potency20% max HP = 200% potencyD-Ability: Weave - Aurelia taps into the leylines of both light and darkness, twisting and weaving their energies in an intricate design over the battlefield to both heal allies and harm enemies at the same time. [100% Dark/Holy INT Dmg to enemies. Restores 50% of allies' max HP. Range: All. Aurelia may choose for the element of the damage to be either Dark or Holy]Level: 4EXP: 14/50HP: 36/36EN: 50/50 (+10 from Ancient Tome)ATK: 1DEF: 4INT: 9 (+1 from Prayer's Staff)SPR: 4 (+1 from Silk Dress)Movement: 2 (+0 from Shadow Priest Profession)Crit: 5%Evade: 3%Morale: (//////////)

Skill Points: 3

Affinity:Gaiden: 0Silvia: 0Archer: 0Leilah: 0

Last edited by Kurio on Mon May 05, 2014 6:52 pm; edited 9 times in total

Profession: Nightblade- Weaving through the shadows as an agent of the night, the one who claims this profession is one with darkness in every way and utilizes its' powers with utmost mastery. (Assassin's Blade) (Nocturnal Blessing)(Sniper)(Strike to Kill) (Equip: Daggers)Assassin's Blade: Any critical hit made by the user deals x2 damage rather than x1.5 damage.Nocturnal Blessing: The user gains 1 free action that does not break the effects of Stealth each time she activates the ability.Sniper: Enables the user to equip Bows as Sub-Weapons to be used alternatively in Basic Attack Combos.Strike to Kill: The user automatically deals a Critical Hit to targets in Critical Condition.

+Fury – Utilizes magic to alter the target's senses and emotions to those of sheer rage and survival. No Damage. 75% Chance of Berserk. Range: 3 Cells. 6 EN.

+Disarm – Makes a swift cut along the target's arms with such skill that the target can no longer make use of them. 100% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 4 EN.

Spoiler:

+Calm – Utilizes magic to alter the target's senses and emotions to those of utter peace and tranquility. No Damage. 75% Chance of Docility. Range: 3 Cells. ? EN.

+Cripple – Makes a quick and precise cut along the main tendons in a target's legs to take away their ability to move. 100% Atk Damage. 50% Chance of Immobilize. Range: Adjacent Cell. ? EN.

+Muffle – Forces the target's mind into an immense illusion where their voice is not able to be heard and only releases itself in unintelligible noises. No Damage. 75% Chance of Silence. Range: 3 Cells. ? EN.

+Gouge – Stabs at the target's face aiming specifically for the eyes so that the user can blind the target. 100% Atk Damage. 50% Chance of Blind. Range: Adjacent Cell. ? EN.

+Ambush – Slips into the shadows and sneaks around the target to make a very powerful, possibly deadly strike on the target's exposed vitals. 150% Atk Damage. High Chance of Critical Hit. User lands behind the target. Range: 3 Cells. ? EN.

A-Ability: Nocturnal Tactic *LOCKED*

Spoiler:

+Slash – Slashes the target with the utmost speed so as to enable further action. 110% Atk Damage. The user may take a second act action. Range: Adjacent Cell. ? EN.

+Nocturne – Calls upon the blessings of the night to adapt its magic to the user's form. No Damage. Causes the user's Int-based abilities to use the user's Atk stat as the base. Range: Self. ? EN. Darkness Elemental.

+Conceal – Manipulates shadows to form a thick veil over the target and hide them from sight for a short while. No Damage. Bestows Invisibility. Range: 3 Cells. ? EN. Darkness Elemental.

+Frostbite – Breathes into the user's hand and utilizes magic to drop the temperature to near subzero levels before flinging the hand in a target's direction, ultimately sending a blast of icy energy in the direction of the target. 110% Int Damage. 50% Chance of Freeze. Range: 4 Cells. ? EN. Ice Elemental.

+Shadow Surge – Utilizes magic to pull one's self into one's own shadow and surge to any location of the user's choosing in order to pop out and deliver a critical strike. No Damage. Moves the user to target cell. Counts as a Move Action. Range: Self. ? EN. Darkness Elemental.

+Nightshade – Concentrates one's control over darkness and raises a sizable sphere of pure shadow before firing it off at the target, which, upon collision, envelops the target entirely. 140% Int Damage. Reduces Hit Rate by 10% for Five Turns. Stacks Three Times. Range: 4 Cells. ? EN. Darkness Elemental.

A-Ability: Cloak of Shadows *LOCKED*

Spoiler:

+Assail – Forces the shadows to linger around the user's frame in a tightly woven veil before making a precise strike on the target. 125% Atk Damage. Sure Hit. Does not break the effects of Invisibility and Stealth. Range: Adjacent Cell. ? EN.

+Shadow Embrace – Snaps the fingers, evoking a strange strain of shadow magick literally causing the target's shadow to spring up around them and preserve their current condition for the time being. No Damage. Bestows Shadow Embrace status for Three Turns. Shadow Embrace: All damage dealt to or healed on the target is taken as Hidden Damage for the duration of the status; once the duration has completed, all Hidden Damage is converted into normal damage. Range: 3 Cells. ? EN. Darkness Elemental.

+Laceration – Delivers a sharply powerful slash which tears through a large amount of the target's body, leaving them with severe wounds which continuously bleed. 100% Atk Damage. Chance of Sap. Range: Adjacent Cell. ? EN.

+Frigidity – With but a single breath, the temperature of the immediate vicinity around the user drops rapidly to near subzero levels before released in the form of several icicles. 90% Int Damage. 16 Randomized Hits. Range: 2 Layers of Surrounding Cells. ? EN. Ice Elemental.

+Misery – Utilizes potent magicks to assert one's own malevolent intentions upon the target, constantly battering them with difficulties and an unending feeling of dread. No Damage. High Chance of Misfortune. Range: 3 Cells. ? EN.

+Umbra – Unleashes a powerful array of shadow magicks upon the target, crashing sphere after chaotic sphere of dark energy into their body until they are lost in the madness created by the shadows. 120% Int Damage. 4 Hits. Chance of Addle. Range: 4 Cells. ? EN.

A-Ability: Final Breath *LOCKED*

Spoiler:

+Shadow's Mark – Manifests from the shadows an hazy aura around the user that acts just a moment behind the user, copying her every motion to add itself to the user's actions. No Damage. Bestows Shadow's Mark for Three Turns. Shadow's Mark: Doubles the number of hits on all skills and attacks made by the user. Range: Self. ? EN. Darkness Elemental.

+Reaping – A single cut of the blade that does little to the physical body, but possibly severs the connections of one's soul. 100% Atk Damage. Chance of Instant Death. Range: Adjacent Cell. ? EN.

+Vanish – Utilizes the full prowess of one's magicks to fade the target from view before literally pulling their presence from existence. No Damage. Chance of Oblivion. Range: 3 Cells. ? EN.

+Disappearance – Evokes the fullest power of stealth magicks to hide one's self from view, ensuring through the power of many ancient symbols that no trace of the user is left behind to be detected: no scent, no sound, no memory. The user has simply ceased... until the moment arises. No Damage. Bestows True Invisibility Status for an Indefinite Duration. Range: Self. ? EN per Turn.

R-Ability:

+Cloaked Assault – Whenever the user successfully damages a target with a physical while invisible, the attack stuns the target next turn and causes them to take 5% more damage from physical attacks for the duration of the battle. This effect stacks a total of 5 times. The attack has +15% chance of being a critical hit if it occurs under the effects of Stealth.

S-Ability:

+Stealth – Once activated the user turns invisible until the user's next attack is performed. Two turn recharge. Can only be used three times in one battle.

Profession: Cleric - Clerics come and go in many forms and individually worship many different deities. This one is a devout follower of the water Goddess, Hurona, and uses the power of the depths to both heal allies and drain enemies. [Sigil of Wrath]

Spoiler:

Cleric > Warden > Sentinel > Purifier

Warden - A watchful warden of the riverbanks and shorelines considered divine by the warden's Goddess. They are a more powerful version of themselves previous, granted the ability to restore life to the lifeless. [Healer's Blessing] [Resist Water]

Sentinel - This is a steadfast guardian of all those devout and deserving, highly in tune with the waters of life, the ebb and flow of its both restorative and destructive properties. Those aided by this one would be hard pressed to fall prey to any foe. [Reef Barrier] [Immune Water]

Purifier - A powerful enforcer of the will of Hurona, bolstering allies and devastating foes in their presence. The wisdom of fathomless depths has been hard won, as well as the unending patience and persistence of the ocean itself. [Under Pressure] [Absorb Water]

Spoiler:

[Sigil of Wrath] - Healing and warding spells that affect one target (as per its description, those with overflow effects are counted as well) apply the effect Sigil of Wrath. A target afflicted with this, when hit, will damage the attacker the same amount as the Cleric's Int stat in Water damage.

[Healer's Blessing] - Healing and warding spells that affect one target (again as per its description, those with overflow effects are counted as well) apply the effect Healer's Blessing. A target afflicted with this negates 10% all damage received.

[Reef Barrier] - All healing spells that affect more than one target and warding spells apply the effect Reef Barrier for the turn that spell is cast. A target afflicted with this reflects 30% total damage taken back at the attacker.

[Under Pressure] - All Water based spells and all spells with Water stated as its element apply Under Pressure, which differs depending on the target's friendliness. Friendly targets affected by it deal an additional 25% damage (only damage), enemy targets affected by this deal 25% less damage (only damage).

Weapon: Adorned Staff - A wooden staff adorned with a few little trinkets.Trigger Command: Majestic Pimp Cane Attack: Deal TRUE damage to an enemy by smacking them majestically with your staff!Armor: Simple Robes - You do come from a simple village after all.Accessory: Black Scarf - Just something to keep you warm. [+1 Int]

+ Symbol of the Chalice - Casts a protective shield around an ally. Absorbs damage up to half the target's total HP and dissipates when that amount has been dealt, or when dispelled or time is up. (Water-based) Range: 3 cells. Cost: 14 EN

+ Healing Flood - Heals up to five party members by 30% the cleric's Int per round for three rounds. (Water-based) Range: Must be at least two party members within 3 cells. Cost: 14 EN

R-Ability: Benevolence - When the cleric takes damage, 30% of the damage dealt heals the nearest party member by the same amount.

S-Ability: Overflow - The waters of life spill and spread where the soul is parched. When a healing spell cast on a party member heals more than that member's max HP, the excess is spread to the other nearest party member.

D-Ability: Riptide - Washes enemies in the sapping waters of a great riptide, a dire call from the unknowable depths. 100% Piercing Int (Water) damage. All enemies left standing are inflicted with Drain that heals all allied party members and Misfortune. Range: All enemies.